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@@ -115,6 +115,12 @@ aiMatrix4x4 Read<aiMatrix4x4>(IOStream * stream)
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return m;
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}
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+template <typename T> void ReadBounds( IOStream * stream, T* p, unsigned int n )
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+{
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+ // not sure what to do here, the data isn't really useful.
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+ stream->Seek( sizeof(T) * n, aiOrigin_CUR );
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+}
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+
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void AssbinImporter::ReadBinaryNode( IOStream * stream, aiNode** node )
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{
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ai_assert( Read<uint32_t>(stream) == ASSBIN_CHUNK_AINODE);
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@@ -145,6 +151,153 @@ void AssbinImporter::ReadBinaryNode( IOStream * stream, aiNode** node )
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}
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+// -----------------------------------------------------------------------------------
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+void AssbinImporter::ReadBinaryBone( IOStream * stream, aiBone* b )
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+{
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+ ai_assert( Read<uint32_t>(stream) == ASSBIN_CHUNK_AIBONE );
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+ uint32_t size = Read<uint32_t>(stream);
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+
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+ b->mName = Read<aiString>(stream);
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+ b->mNumWeights = Read<unsigned int>(stream);
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+ b->mOffsetMatrix = Read<aiMatrix4x4>(stream);
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+
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+ // for the moment we write dumb min/max values for the bones, too.
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+ // maybe I'll add a better, hash-like solution later
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+ if (shortened)
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+ {
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+ ReadBounds(stream,b->mWeights,b->mNumWeights);
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+ } // else write as usual
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+ else
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+ {
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+ b->mWeights = new aiVertexWeight[b->mNumWeights];
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+ stream->Read(b->mWeights,1,b->mNumWeights*sizeof(aiVertexWeight));
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+ }
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+}
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+
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+
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+void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh )
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+{
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+ ai_assert( Read<uint32_t>(stream) == ASSBIN_CHUNK_AIMESH);
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+ uint32_t size = Read<uint32_t>(stream);
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+
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+ mesh->mPrimitiveTypes = Read<unsigned int>(stream);
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+ mesh->mNumVertices = Read<unsigned int>(stream);
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+ mesh->mNumFaces = Read<unsigned int>(stream);
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+ mesh->mNumBones = Read<unsigned int>(stream);
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+ mesh->mMaterialIndex = Read<unsigned int>(stream);
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+
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+ // first of all, write bits for all existent vertex components
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+ unsigned int c = Read<unsigned int>(stream);
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+
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+ if (c & ASSBIN_MESH_HAS_POSITIONS)
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+ {
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+ if (shortened) {
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+ ReadBounds(stream,mesh->mVertices,mesh->mNumVertices);
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+ } // else write as usual
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+ else
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+ {
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+ mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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+ stream->Read(mesh->mVertices,1,12*mesh->mNumVertices);
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+ }
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+ }
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+ if (c & ASSBIN_MESH_HAS_NORMALS)
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+ {
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+ if (shortened) {
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+ ReadBounds(stream,mesh->mNormals,mesh->mNumVertices);
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+ } // else write as usual
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+ else
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+ {
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+ mesh->mNormals = new aiVector3D[mesh->mNumVertices];
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+ stream->Read(mesh->mNormals,1,12*mesh->mNumVertices);
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+ }
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+ }
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+ if (c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS)
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+ {
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+ if (shortened) {
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+ ReadBounds(stream,mesh->mTangents,mesh->mNumVertices);
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+ ReadBounds(stream,mesh->mBitangents,mesh->mNumVertices);
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+ } // else write as usual
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+ else {
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+ mesh->mTangents = new aiVector3D[mesh->mNumVertices];
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+ stream->Read(mesh->mTangents,1,12*mesh->mNumVertices);
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+ mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
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+ stream->Read(mesh->mBitangents,1,12*mesh->mNumVertices);
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+ }
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+ }
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+ for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n)
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+ {
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+ if (!(c & ASSBIN_MESH_HAS_COLOR(n)))
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+ break;
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+
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+ if (shortened)
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+ {
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+ ReadBounds(stream,mesh->mColors[n],mesh->mNumVertices);
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+ } // else write as usual
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+ else
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+ {
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+ mesh->mColors[n] = new aiColor4D[mesh->mNumVertices];
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+ stream->Read(mesh->mColors[n],16*mesh->mNumVertices,1);
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+ }
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+ }
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+ for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
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+ {
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+ if (!(c & ASSBIN_MESH_HAS_TEXCOORD(n)))
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+ break;
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+
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+ // write number of UV components
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+ mesh->mNumUVComponents[n] = Read<unsigned int>(stream);
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+
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+ if (shortened) {
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+ ReadBounds(stream,mesh->mTextureCoords[n],mesh->mNumVertices);
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+ } // else write as usual
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+ else
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+ {
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+ mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
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+ stream->Read(mesh->mTextureCoords[n],12*mesh->mNumVertices,1);
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+ }
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+ }
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+
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+ // write faces. There are no floating-point calculations involved
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+ // in these, so we can write a simple hash over the face data
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+ // to the dump file. We generate a single 32 Bit hash for 512 faces
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+ // using Assimp's standard hashing function.
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+ if (shortened) {
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+ Read<unsigned int>(stream);
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+ }
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+ else // else write as usual
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+ {
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+ // if there are less than 2^16 vertices, we can simply use 16 bit integers ...
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+ mesh->mFaces = new aiFace[mesh->mNumFaces];
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+ for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
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+ aiFace& f = mesh->mFaces[i];
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+
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+ BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff);
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+ f.mNumIndices = Read<uint16_t>(stream);
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+ f.mIndices = new unsigned int[f.mNumIndices];
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+
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+ for (unsigned int a = 0; a < f.mNumIndices;++a) {
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+ if (mesh->mNumVertices < (1u<<16))
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+ {
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+ f.mIndices[a] = Read<uint16_t>(stream);
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+ }
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+ else
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+ {
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+ f.mIndices[a] = Read<unsigned int>(stream);
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+ }
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+ }
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+ }
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+ }
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+
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+ // write bones
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+ if (mesh->mNumBones) {
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+ mesh->mBones = new C_STRUCT aiBone*[mesh->mNumBones];
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+ for (unsigned int a = 0; a < mesh->mNumBones;++a) {
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+ mesh->mBones[a] = new aiBone();
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+ ReadBinaryBone(stream,mesh->mBones[a]);
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+ }
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+ }
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+}
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+
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void AssbinImporter::ReadBinaryScene( IOStream * stream, aiScene* scene )
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{
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ai_assert( Read<uint32_t>(stream) == ASSBIN_CHUNK_AISCENE);
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@@ -162,13 +315,17 @@ void AssbinImporter::ReadBinaryScene( IOStream * stream, aiScene* scene )
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scene->mRootNode = new aiNode[1];
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ReadBinaryNode( stream, &scene->mRootNode );
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-/*
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// Read all meshes
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- for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
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- const aiMesh* mesh = scene->mMeshes[i];
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- ReadBinaryMesh( stream,mesh);
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- }
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+ if (scene->mNumMeshes)
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+ {
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+ scene->mMeshes = new aiMesh*[scene->mNumMeshes];
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+ for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
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+ scene->mMeshes[i] = new aiMesh();
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+ ReadBinaryMesh( stream,scene->mMeshes[i]);
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+ }
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+ }
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+/*
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// Read materials
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for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
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const aiMaterial* mat = scene->mMaterials[i];
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